GM Blood's Age of Worms in Golarion #2

Game Master David James Olsen

Group 2 Map
Loot spreadsheet


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Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

I see 2,338gp total between the prior loot, the owlbear cub and the platinum pieces. Split 6 ways that is 390 and a few silver each. Should be enough for you to get your armor masterworked as well as the shield. Not enough for the axe unless someone lends you the cash. I am spending 150 for the 2 spells from Allustan and 175 for the two from Magnimar. That leaves me with about 60 I can lend you. Or 60 toward party goods or whatever else is needed. At some point we should get a trusty wand of CLW, but considering that every one of us except Kilthan has the ability to heal, the need for the wand is much less then in many parties.

That 2338 is before we sell anything else. For instance since Ingrid seems to have no interest in the +1 Short sword, we could sell that. Also, we should probably at least clear out the last part of the cairn before buying equipment. We already found some decent armor down there, who knows whether there is some more beyond the mold. And since we took out what seemed to be the boss monster, I cannot imagine that anything trapped behind the mold would be as tough - but I could be wrong.


HP: 9/9 AC:16:13:13 Saves:3:5:2
GM Blood wrote:

Ok I did a little historical digging, here is where we left off last:

Sold or divvied up all the items that is ooc on the campaign tab for 600gp total or 100gp per person. Suggested split at that time was 20gp each towards the building renovations, 40gp toward party treasure, 40gp each person keeps for their own.

Now building renovations were going to be 250gp and you paid 120gp. (130gp remaining) then furniture was at least 200gp beyond that.

Party treasure would stand at 240gp at the moment.

Each one of you should have around 40gp plus whatever amount you had on you.

Now, here is the updated loot that needs to be figured out:

Cash gained since last loot divvy: 2,028gp + 7pp

Items to sell for value or keep for HQ?:

Black demon horns with red tips- 50gp each
8 Copper candle stands - (40 gp total)
Blackened Spectacles (75gp) - Blocks bright light, +2 to saves vs daze or similar effects
Silver Tray (50gp)
Lammasu Rug worth 200 gp
Silver operating instruments - 500gp as a set
Emerald worth 20gp

Items to divvy or sell:

4 "potions" that need to be injected by Syringe
Milky Blue potion of gentle repose
Deep Red potion of false life
Sallow Yellow potion of ghoul touch
White with Black Streaks potion of chill touch

Filge's spellbook
scroll of animate dead
potion of cure moderate wounds
4 potion of cure light wounds

Why don't we list what we keep and what we sell.

and magic weapons should no be sold until half the party has one magic weapon,
as the Grick we encountered had DR XX/Magic,
so we could face more creatures that have DR XX/Magic,
so keeping any magic weapons would be a good idea.

definitely Keep:
4 potion of cure light wounds
potion of cure moderate wounds

Keep:
8 Copper candle stands - (40 gp total) -> for the house
Silver Tray (50gp) -> for the house

any other thoughts


Aarakess Halcorn wrote:

I see 2,338gp total between the prior loot, the owlbear cub and the platinum pieces. Split 6 ways that is 390 and a few silver each. Should be enough for you to get your armor masterworked as well as the shield. Not enough for the axe unless someone lends you the cash. I am spending 150 for the 2 spells from Allustan and 175 for the two from Magnimar. That leaves me with about 60 I can lend you. Or 60 toward party goods or whatever else is needed. At some point we should get a trusty wand of CLW, but considering that every one of us except Kilthan has the ability to heal, the need for the wand is much less then in many parties.

That 2338 is before we sell anything else. For instance since Ingrid seems to have no interest in the +1 Short sword, we could sell that. Also, we should probably at least clear out the last part of the cairn before buying equipment. We already found some decent armor down there, who knows whether there is some more beyond the mold. And since we took out what seemed to be the boss monster, I cannot imagine that anything trapped behind the mold would be as tough - but I could be wrong.

If I may make a suggestion, get the rest of the house paid for (at least up to the furniture, but you may want to do that now as well). that would take you to 2,038 which is just short of 340 each before selling your other items (which is over 400 gp easily before splitting). Don't forget you have 240gp in "party treasure" from the last split too


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

The lammasu rug, silver plate, and copper candle holders make nice house accessories.
I even like wall mounting the demon horns too.
The blackened spectacles we should keep.
Kilthan was two weapon attacking with a hand axe. The magic shortsword is much better as an offhand weapon. Regardless, Ingrid is right we need to keep our only magic weapon.
That would have us selling only the operating instruments and emerald for 520gp.

The next questions is do we try to keep everyone even in treasure value. I like the method where party members lose a monetary amount equal to the sale value when they take an item. We could try an alternative where we maximize the party as a whole and do not worry so much about individual shares.


Kilthan if you want a masterwork shield they will have it at Osgood's. If you want just a normal one for now, the same.


HP: 9/9 AC:16:13:13 Saves:3:5:2

hopefully I can find a masterwork cold iron scorpion whip.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Having played both styles, I'm generally not too concerned about it either way. It usually resolves itself through playing. If we do want to do the Dungeon Accountent method, we should nominate one person to keep track of it, preferably on a Google Doc (or is it Drive now?). Oh yea, 1-2-3 NOT IT!! Though I'd do it if asked.


That they will have to send out for, a little too uncommon. Will return in a week however.


HP 101 of 110 - AC 24 (T 13, FF 21) - F +10, R +5, W +12

Would Ossgoods have a starknife available?

As for treasure... at this level, really all of us are after masterwork and then magical items of some sort. Especially to deal with some of the creatures we are and will be seeing. While the fairest way is to give each person a share, it is not always the best way to gear a group especially with some of the treasures available. (example Rohara just got a headband of wisdom, that is a 4000gp item. She would not be getting anything else for some time to come. And if it came down to having the item or gearing up, while it is useful, almost worth selling to get other gear for a lower level character, even if the item itself gives better benefits in the long run.

I am of the mind to get the cairn done and see what else there is to have there with the brown mold, maybe some large loot pile. Well, large enough to help us out at present.

Also looking for advice on the two feats I listed above...

Defiant Luck: reroll a nat 1 on saves, or force a reroll on a confirmed crit against you.
---> leads to Inexplicable Luck: +8 bonus to a d20 before roll or +4 after
Faster Learner: get +1 hp and +1 skill point/alternate class reward
---> leads into Improvisation: +2 on all untrainted skills and used trained skills untrained

Leaning towards Faster Learner. Just wondering if it is worth it to become use trained skills untrained. I know the Luck seems more what Rohara is about, Luck...


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Faster learner seems superior. Improvisation is interesting in that it encourages you to specialize in a narrrow range of skills to maximize its value.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

I am sure I am going to regret this, but here is the Temple of Elemental Evil Recruitment thread - have fun.

Temple of Elemental Evil Recruitment.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

I guesstimate you'll have 47 appliacations to review by Tuesday. Any bets?


I'll take the over on that!


Twenty minutes for the first response


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

If I only have 47, it will be a dream. I think that the over is likely a good bet on this one.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

So how many submissions before you just decide to run two groups ;p


HP: 9/9 AC:16:13:13 Saves:3:5:2
Aarakess Halcorn wrote:

I am sure I am going to regret this, but here is the Temple of Elemental Evil Recruitment thread - have fun.

Temple of Elemental Evil Recruitment.

Link doesn't work.

Fixed Link


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

This is the first time I have DMed in years and since I am going to be doing a lot of this on the run, I will only have one initially. If I find that I can handle the additional load (I am already in 12 PbP campaigns) together with minor duties like my job (court sucked away 6 hours of my life that I will never get back today) and my family - 2 young boys, I might consider it. But definitely not at the beginning. This is not like running a 3.5 campaign or a PF campaign where there are only minor changes, I have going to have to do a ton of modifications as things move forward. I have pretty much already gotten the first few parts done, but it is really difficult to balance AD&D encounters with PF CR, especially when I do not know how things will move forward and what choices the party may make. It is a big difference if they are level 3 or 4 versus level 2 for many monsters as you all know.

As an example, about 1/2 of the traps in the module are - Miss Save = DEAD. While this is fun for DM Evil, it is not really my intention as DM Chaos. Thus, I will have to figure out how to modify all the DR for these as well as create DR for secret doors, concealed doors, traps, and tons of other stuff.


It did work before, doesn't now


HP: 9/9 AC:16:13:13 Saves:3:5:2

Fixed Link


Male Gnome Sorcerer/9 - (HP: 49/49 - AC20;FF17;T18 - F+5;R+6;W+7 - Init+9 - Per+11)

Fixed - I changed the name, did not realize it was going to do that.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Okay, I will make my halfling wizard for TOEE. GM Blood, are you going with the brother who is a goat mounted cavalier? (instead of Bill the Pony for Samwise, Billy the Goat for you?).


Yeah I believe so or at least be can be if picked.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17
Ingrid Anika Nina Jones wrote:
Blood of Angels heritages are posted up in the recruitment tread for you and anyone else to use in your TOEE game.

Saw it, thanks - lets keep this on the OOC and not clog this IC up with chat about my campaign.


Aarakess Halcorn wrote:
I am waiting - hope you are not shooting for a melee position as there are already a ton of melee applications - some of which appear to have taken the people at least 5, maybe even 10 minutes to put together. At least they make my job in selecting easier.

Well despite the fact I did pick melee, I am hoping mine is good enough to make the cut, especially the first cut! The thing is, even if I am not picked, I really enjoy making characters. I had two variants of the cavalier for this game, the halfling one I ended up on, and an orc one. The orc background was going to be something along the lines of

Orc Cavalier background:
Orc tribes were pressed ganged into joining the temple some more willingly than others. During the last battle one of the orc tribes defected and aided the good guys to victory. The leaders of the good guys allowed the tribe to return back to their homes after agreeing to never take up arms against any of the joint nations forces and sending an orc child every year to <insert city or secret training area>. Those orcs would be raised, taught, and trained. These orcs would then be sent back out to better the tribe and help in relations (figuring after a couple decades a firmer peace may be established.)

My orc would be one of those raised. The issue is the there have been no children sent or word from the tribes for a couple years and anyone sent there has not returned. Officials are not sure whether the tribe has gone back to their old ways or if they have been wiped out.

My orc's personality would be that his training was for doing what's best for the group, but he would occasionally slip and let his orc anger seep through. So always fighting that urge. I was hung up on his mount. I wanted a more feral creature, but couldn't get anything large until 7th, so either I note that he has a cave bear or a dire boar but I ride a horse until 7th, or I have a smaller version (medium boar/bear until 7th) that is just a fighting/flanking partner until it can grow.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Well, post your app - and please try to avoid the "My character was bored so he decided to learn to ride a dog and fight with a sword. Then he saw the Inn of the Spider Queen and went inside to see what was going on."

I feel like I have seen more than a few that were not much better than that.


How long has it been since the armies fought? I was assuming twenty years.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

I was putting it at close to 80. Not quite in line with the original ToEE, but seems about right. Aroden dies 120 years ago (I think), 20-40 years of elemental mischief. Big army, big fight about 80 years ago. Many years of rooting out humanoids and bandits with adventurers finding the hiding holes of evil, etc. Even this has now tapered off as most of the easy targets have been looted, leaving only the tough ones.


Ok great! Works for me!


Aarakess Halcorn wrote:

Well, post your app - and please try to avoid the "My character was bored so he decided to learn to ride a dog and fight with a sword. Then he saw the Inn of the Spider Queen and went inside to see what was going on."

I feel like I have seen more than a few that were not much better than that.

Well I don't know if I will get accepted or not, but you can't blame me for not putting any time into it :)

Good luck on the choices!


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Armor may be perfect for Rohara if our ranger wants to stick with light armor.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

I would have loved to try for the ToEE - but with the mad rush of the last weeks (Yeesh, summer is supposed to be quiet -- I think people missed the memo...) and then the 6-to-8 pages of others before I got to the thread, I figured I'd best pass. Hopefully you got a few useful characters -- I really liked the questions as a way of judging personality. (And was sorely tempted to put up a Gallant-Romantic bard or an Inquisitor of Love to answer them..)

And, as I said in the IC, I'm a light-armour sort of guy.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

It has been interesting how people answered them. I think I have figured out how some of what the story behind the question is for most of them, read my first post when I finally get to it. Hopefully it will be enjoyable.

I am glad you did not apply, considering how you play here I assume you app would have been fairly good making my job of selecting only 5 even tougher.


Its always like that, way too many good ones. Hence me running two Age of Worms! I shudder at the thought when I start the Rappan Athuk game in a month or so.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Loot spreadsheet

We have over 3000gp if we sell what I have moved to the cash column (lanterns, pedestal, operating instruments, etc.) and pay off house. That is after taking 40gp each and putting 240gp in party treasure. We can distribute some of this or save up for a holy avenger for the paladin :-)

The document should be editable by all.


Tomorrow back on track. Will need your plan from here. There is a cult beneath the city under Dourstone mine threatening the city that needs a visit!


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Well, seeing as Kilthan has the ability to get natural armor +2, and Justin always has it, it seems the necklace of natural armor +1 should go to Rohara so she can truly last on the front line.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Although, technically, the amulet would stack with either of us, as it's an enhancement bonus *to* natural armour. ;)


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Oh, then you or I should have it. And as the scout, it should probably go to you.


HP 101 of 110 - AC 24 (T 13, FF 21) - F +10, R +5, W +12

Justin can use the amulet as well. Quoted from Paizo site "... giving him an enhancement bonus to his natural armor..."

Since Justin is usually the front line, I would suggest he use it before Rohara. Even Kilthan can us it, as it is an enhancement bonus to natural armor, which would add to his Adaptation ability. So you two fight over it... Thanks for the thought though. Rohara will eventually have magical mithral breastplate armor one day.


OK, go ahead and take a day to sell your unwanted items. Remember items will sell at 50% except for specially indicated items. Speaking of that, Alustan wants to purchase the colored lanterns from you so he can do some research there. He is willing to pay full price for the lanterns (350gp)

Also I put the link to the link of the equipment in the campaign tab.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Ok, the loot spreadsheet shows we have 240gp of party treasure and 2678.8 gp to distribute. Everyone should have received 40gp in the first cut of treasure. If Ingrid uses the whip and Kilthan goes two weapon, Kilthan should probably wield the +1 shortsword. Only against high AC opponents and while charging would he think of using the waraxe two-handed.


There is also a small noble's outfit you missed that can be sold for 37.5 gp (not much but it adds up)


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Since they count as potions, the injector ones should cost...
Name - Level x Caster Level x 50= Total
Gentle Repose - 2 x 3 x 50 = 300
False Life - 2 x 3 x 50 = 300
Ghoul Touch - 2 x 3 x 50 = 300
Chill Touch - 1 x 1 x 50 = 50
TOTAL: 950gp

The False Life one is technically no longer viable in Pathfinder due to how potions work, so is kinda neat and useful. Gentle Repose could be useful as well.

Ghoul Touch and Chill Touch I'm not so sure about. Ghoul Touch would have a DC of 13 for the fort save on it, and Chill Touch would only last a round. I'd be of a mind to sell them if it's viable. Especially since the way I'm reading it, you'd have to inject the target in the first place. Opinions?


You will not be able to sell the injector potions, keep that in mind. Yes these potions are injectible only, move action to inject yourself, move action to load the device. So full round action to inject yourself if it isn't already pre-loaded. These injectibles are not magic and don't follow the normal potion rules, they are something else :)


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Okily dokily. Time to get offensive with needles than ;p

EDIT: Which is really funny since I work in a medical facility. Don't reuse needles!! Mwahahaha!!!


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Needles at fun, I doubt I have had much less than 10,000 shots in my life - gotta love being a diabetic since age 3.

Someone let me know what I should get and I will add it to my sheet. I believe I already spent a good portion of my cash on scrolls.


HP: 9/9 AC:16:13:13 Saves:3:5:2
Justin D'Rite aka Sluuth wrote:
Ok, the loot spreadsheet shows we have 240gp of party treasure and 2678.8 gp to distribute. Everyone should have received 40gp in the first cut of treasure. If Ingrid uses the whip and Kilthan goes two weapon, Kilthan should probably wield the +1 shortsword. Only against high AC opponents and while charging would he think of using the waraxe two-handed.

I agree, that Kilthan should get the +1 short sword.

And getting myself Master work Cold Iron Scorpion whip will give me a hand in combat, and bypass some DR.

I think it would be wise for our front line party members to get masterwork weapons made of special materials, like Silver or Iron Cold, and we'll upgrade them as we go.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Kilthan's picked up Improved Shield Bash for his off-hand fighting and will be seeking a spiked shield (eventually, a spiked shield with the bashing enchantment..). The short sword is likely better in the hands of someone who wouldn't use it as a backup, especially as a finessable weapon.


Ok so figure out how you will split the money to make sure you can pay for it.

Ingrid, the Whip can be sent out to Magnimar and can be received in one week. It will cost 10gp

Kithan, a normal spiked shield can be available. Cost for a metal piked shield is 19gp

If anyone else wants a weapon made out of something special, have it ordered with Ingrid's whip

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I started my first game a few weeks ago and had a numerous requests for a second game. I think I may be ready to try a second game. Posting requirements below. Anyone that wants to post from the last recruitment is free to, but I'll pick people from all the submissions from this thread and not weigh in favor from those in the old one (except for maybe Azure who REALLY wanted to play!)

Character Creation

First Level
25 Point Buy - 20 Max and 8 Minimum after racial adjustments
1 Trait picked by you and one trait given by me based on your background and goals

Max Gold to Start
Maximum HPs first level, Half Dice+1 for other levels
No Summoners, Gunslingers, Ninjas or Samurais. Would prefer Core classes but there can be exceptions if I like it.

Anything Paizo has published otherwise is fair game though I reserve the right to veto something (Unlikely though)

Please give a background and any future goals for your character. I may offer campaign tie ins after you are chosen.

Campaign: I will be converting Age of Worms from Greyhawk to Golarion. I will also be modifying some things from the original as well.

This can be undead heavy but it is not exclusively undead so don't feel the need to specialize there (but also be warned)

Location:
The campaign will start in Varisia near Magnimar.

Posting:

I like to keep a good pace at this so would expect that you can post daily with a heads up if you'll be gone for a stretch. This is a 20 level campaign so make sure you are in it for the long term.

Recruitment

Recruitment will last at least through the weekend. Decision will be made on Tuesday. It is not on a first come basis.

If there are any questions feel free to ask, I will try to answer them in a timely manner.


I still have Ingrid Anika Nina Jones from the first recruitment thread.


I think I posted in your last recruitment thread but that one got away from me quickly.

Gonna go with Paladin, maybe Celestial Sorcerer, core races only?


I'll go outside core races, but the more weird the less chance to get in without a great story behind it.

My last one I was a little more picky on race, this one I may be a little more lenient.

I'm actually thinking about doing something in a few months when the Race book comes out where it will be no core races.


If I choose anything beyond Core, it would be Aasimar.

The Paladin would be akin the World of Warcraft type Pally aka, very capable of holding his own. So a mix of tank, healing and damage. Obviously a Paladin can do this normally but I will build him as the game progresses to be this way moreso than normal.

The Sorc would be more angelic, and possibly not overly blasty, though would go fire or electricty spells if I took any.


Aasimar is fine. That would make two so far! :)


Bimbur applied last time. His background may have been adjusted some.


Dotting for interest....after I get any notions of playing a kobold cleric out of my head, once I think of something more serious...


Complete
Azure Zero -> Ingrid Anika Nina Jones -> Aasimar Bard(ARCHAEOLOGIST)
Chainmail -> Bimbur Longstrike -> Dwarf Monk (Zen Archer)

Incomplete
MonkeyGod -> ?? -> Aasimar ??

Interest
H.P. Makelovecraft -> ?? -> ??


Pathfinder Battles Case Subscriber

So, first post here. I'm new to PBP but would be interested in joining and learning how to go about it.

I am planning on posting in for some srot of sorcerer being that is my most knowledgeable class. (always wanted to play a drow noble sorcerer for the awesome abilities - i know that probably wont fly so i will probably go for my usual gnome) Will get working on a character soon.

If there is some decent guide or rules to follow when posting PBP it would be awesome if someone could message that to me - would help me in falling in line quicker, if not no worries I'll figure it out on the go.


I'll go Paladin, was leaning to that anyways, and with Rizarch being most comfortable with Sorc, that pushes me over.


A quick PBP standards and forum codes cheat sheet for Rizarch

"Speech is bolded"
[b?]"Speech is bolded"[/b]

Thoughts are italized
[i?]Thoughts are italized[/i]

Out of Character talk is purple
[ooc?]Out of Character talk is purple[/ooc]

[dice=DieRoll]1d20+1
[?dice=DieRoll]1d20+1

Title of Spoiler:
Hidden Text

[spoiler?=Title of Spoiler]Hidden Text[/spoiler]

The above samples have the code used below it, just remove the '?' from the first tag in each example.

And try it out.


Complete
Azure Zero -> Ingrid Anika Nina Jones -> Aasimar Bard(ARCHAEOLOGIST)
Chainmail -> Bimbur Longstrike -> Dwarf Monk (Zen Archer)

Incomplete
MonkeyGod -> ?? -> Aasimar Paladin
Rizarch -> ?? -> Sorcerer

Interest
H.P. Makelovecraft -> ?? -> ??


For those who just joined the forums and starting PBP, I welcome you as a fellow player of PBP games

Rizarch, Here's a step-by step tutorial for character aliases.

A character alias is like another ID on the forums for PBP games.

To create an alias;
1)right click on account at the top (so you don't loose this page),
2)sign in
3)in "Messageboard Aliases" click on "Create new messageboard alias"
4)put in the alias' name in alias name field
5)under avatar image, click change, select an avatar that matches the character concept as close as possible and click on it.
6)click on "submit changes" and the alias is created, but is blank.
7)in "Messageboard Aliases" you'll now see your new character alias, click on it and you'll be taken to the profile page,
8)click on create profile and fill it in will all the needed data, you can use Anna above as a template, just click on her name.


I'm working on a (Human) Shoanti Druid


Also dotting, I have a few ideas...


Complete
Azure Zero -> Ingrid Anika Nina Jones -> Aasimar Bard(ARCHAEOLOGIST)
Chainmail -> Bimbur Longstrike -> Dwarf Monk (Zen Archer)

Incomplete
MonkeyGod -> ?? -> Aasimar Paladin(??)
Rizarch -> ?? -> ?? Sorcerer(??)
Kip84 -> ?? -> Human(Shoanti) Druid(??)

Interest
Tilnar -> ?? -> ??
H.P. Makelovecraft -> ?? -> ??


Dotting for interest, GM Blood. I've recently developed a hankerin' to run an Inquisitor, though I haven't decided on a race yet. Will work on it as soon as I get a chance and post when it's done.

Is there anything in particular that you're looking for in terms of character history or concept?


Sounds interesting. I shall dot for interest. I do have some character concepts I've been itching to try. I'll try to get you something within a day or two.


Half-Elven Ranger, Inflitrator


I'm posting my interest in playing a dwarven cleric named Durgen Thunderhammer.

"I dinne think ye'll be 'avin' a good time lads. Tha ol'e Thundahamma be bringin' a keg ah pain, curdisey ah Torag!"


Not looking fort anything in particular. I mainly like to read them all and see what inspired me, then do some custom tailoring of the AP from those I picked.

Shadow Lodge

Dotting because i still really want to play this AP. I hope i get better luck this time around ;P
Will post a character soon.


Complete
Azure Zero -> Ingrid Anika Nina Jones -> Aasimar Bard(ARCHAEOLOGIST)
Chainmail -> Bimbur Longstrike -> Dwarf Monk (Zen Archer)

Incomplete
Thundering Dawn -> Durgen Thunderhammer -> dwarven cleric
MonkeyGod -> ?? -> Aasimar Paladin(??)
Rizarch -> ?? -> ?? Sorcerer(??)
Kip84 -> ?? -> Human(Shoanti) Druid(??)
Tilnar -> ?? -> Half-Elven Ranger (Inflitrator)

Interest
H.P. Makelovecraft -> ?? -> ??
Phillip0614 -> ?? -> ??
Joshua Hirtz -> ?? -> ??
Merck -> ?? -> ??


Tilnar:
Enjoying the Expanded Horizons Game?,
and I am enjoying some of your character's actions.

GM Blood; with Blood of fiends, Blood of angels, and ARG coming out soon, will you allow racial trait swapping?

GM Blood:
Quote:
I'm actually thinking about doing something in a few months when the Race book comes out where it will be no core races.

Will you allow the players to pick the races or have it randomised like I did in my Expanded Horizons Game


Azure:

I almost applied for that! Not sure what I will do yet idea is still bouncing around in my head

Oh and thanks for updating the list so far too!


Hey GM Blood. I was considering applaying the same character from last time (this guy...). Since you already had a look at him before would it be alright if you tell me your take on how I could improve him?


Character is in progress at present, a Tiefling Alchemist (Chirurgeon). The background is present, just fleshing out mechanical details, so thought I'd see if you had any input before finishing.

I do know they have alternate racial traits for Tieflings as well. I haven't really looked into them as of yet and figured I'd find out if it's okay to use them or not (if you even allow tieflings).


Here's the beginnings of my Paladin.

Just to point out, I do not play Lawful Stupid. My only other Pally has been one in Eberron, which is tinged with a fair amount of grey. I will probably play this character as LG as I can, but I will not be dumb about it, nor will I be zealous.

Lantern Lodge

Rizarch wrote:
So, first post here. I'm new to PBP but would be interested in joining and learning how to go about it.

Ditto, though I have applied to the rookie game and nightflier's games(may not get this one and it doesn't start for a month or so anyway) as well(used to play six campaigns(weekly sessions) with different groups while in the army so I'm not worried about multiples)

Rizarch wrote:
...always wanted to play a drow noble sorcerer...

no joke, if I didn't work today you would not have beat me to posting this exact idea. thank you for making me rethink my ideas(not entirely sarcastic, uniqueness is a desirable trait)

Are the traits being used the same or similer to 3.5 Unearthed Arcana? several posts on these forums mention them but I have no idea where the traits are coming from.

I submit a concept, an artifice domain wizard kobald (found a spell book stolen by his tribe, and studied it, having always been smarter then his tribe mates he eventually learned to cast the spells, he got "exiled"(more like escaped) from his tribe after an unfortunate accident. After some odd encounters with a ranger, this kobald has become somewhat less xenophobic of other humanoids but still takes great caution when dealing those outside the town he normally trades(mostly acts as a trapper and barder(animal armor) but he makes lots of magic items, or will eventually) with.

The domain wizard concept is from Unearthed Arcana, I give up a specialty school and gain a domain instead. I figure this includes giving up the universalist school as well, though I did select a pathfinder domain.


I'm interested, if you'll take another.

Would a Male Human Fighter (War College variant) be acceptable? I'm willing to take a small hit to overall power to avoid being "Have Sword, Must Swing".

The War College Fighter is from the old Pathfinder Chronicles Campaign Setting hardcover. It trades in the First Level Fighter Bonus Feat for 4 Skill Points per level and additional class skills.


Up on studying the character creation guidelines more closely I realised you asked primary for core classes. I am withdrawing Rutilos, will post a sorcerer soon.


Kip84's Shoanti Shaman (Druid). Crunch and background in profile.


Might I enter a youthful Garvin Berataldi, Varisian rogue.


Really hoping I get into this, as I've heard tons of good things about Age of Worms. Statblock is in the profile.

Background:

Oppara, city of high nobility, seat of Taldor’s power. A city consumed with the trappings of power and high society. A terrible place to grow up when you’re a street rat.

Zandu’s earliest memories are of the desperation of a starving homeless child. Begging was of little to no use. Not only were the Taldans more likely to avert their eyes than part with a copper, but Zandu’s Varisian descent made him a convenient target for other, larger street kids. Avoiding the bullies was difficult, but he learned quickly. Still, no matter his skill, they caught him from time to time and took anything of value he had on him (which was usually nothing more than a week-old heel of bread and maybe a copper or two). The beatings he took when they caught him were fierce. It is a testament to Zandu’s fortitude and unwavering determination to live that he survived.

Life as a street urchin taught Zandu a great many useful skills; it was learn to live or die, and he learned. He had to be aware of everything around him at all times, and to judge the motives behind people’s actions at a moment’s notice. Sneaking around in back alleys and climbing roofs to avoid the town guard were common occurrences. Anything it took to survive. Zandu never gave up.

As an adolescent, Zandu grew tall and thin, soon towering over the other street children. His height dissuaded the beatings, but it also made it harder to hide from the guard.

Zandu’s life took a turn for the better when a man unlike any other he’d seen took up residence not far from Zandu’s favorite nesting spot. The man wore robes, radiated an aura of calmness, and every morning engaged in an odd, slow dance involving spinning kicks and darting punches. The graceful dance immediately captured Zandu’s imagination. He snuck to a neighboring roof every morning to watch the dance, and discovered another benefit.

A few days after Zandu started watching, the old man began eating breakfast outside after the dance, and he always took far too much food for himself, leaving the remnants outside and seeming to forget about them. Zandu was cautious at first, thinking the food a trap, but his perpetually growling stomach wouldn’t let him wait long. Unbeknownst to Zandu, the old man saw the skinny teen watching him and purposefully left the food.

For the first time in his life, Zandu had a reliable meal every day, and it wasn’t long before he began copying the man’s movements. The difficulty of the dance shocked him at first. Though slow, it took enormous amounts of energy to control his body. At first he was only able to badly mimic the moves for a few minutes, but he persevered. His body grew strong and hard from the exercise and regular food, though he remained thin.

There were a great many times Zandu wanted to approach the old man, but life as a street urchin taught him paranoia, and he never got the chance. On the day of Zandu’s eighteenth birthday, the man did not come out to dance. Zandu agonized outside for several hours, then finally broke into the house to find him lying peacefully in bed, dead. Tears sprang to Zandu’s eyes, and he fled the house.

Running through the back alleys of Oppara with tears in your eyes is not wise for a long-time favored victim of gangs. As he turned a corner, barely watching where he was going, two gang members attacked him. Zandu’s first instinct, as always, was to run, but when one of the teens thrust a rusty shiv at him, he shocked everybody, including himself, by deftly parrying the attack and snapping a punch into his assailant’s face. The move came so naturally to him, he barely recognized it as part of the dance.

The thug he’d hit writhed on the ground, blood streaming from his nose. The other approached warily, blade at the ready. Recalling another move, Zandu spun like a wheel, his leg lifting at precisely the right moment for his shin to connect with the side of his foe’s head. The thug dropped to the ground instantly, and Zandu looked at them wonderingly. He was no longer a helpless boy. Once again, he wished he could thank the old man.

Full of confidence, Zandu entered a tournament held by the temple of Kurgess. His graceful, flowing movements in combat left most of his foes bewildered and wide open to his attacks. He easily won the grand prize - 25 gold pieces, riches beyond his ken.

Since that day, Zandu has paid homage to Kurgess by entering tournaments when and where he can. Recently, he left Oppara and Taldor altogether and traveled to Varisia. He’s tired of the Taldan’s looking down on him simply for being Varisian. He’s just arrived in Magnimar, looking for a way to prove his strength and bravery.

Description:
Zandu is 6’4” tall and deceptively thin. Years of dedicated practice have strengthened his muscles, though, and he is surprisingly strong for his size. He has dark skin, jet-black hair, and a soft, easy smile. Though obviously at ease with himself and confident, there is a twitchiness about him; he is always alert, always on the lookout – a habit from his street urchin days.

Personality:
Zandu is a quiet, introspective man. Though friendly if drawn into a conversation, he tends to let others speak while he listens. This gives him the air of a wise and intelligent man, and others tend to treat him as such.


Rutilus Albus wrote:
Up on studying the character creation guidelines more closely I realized that you asked primary for core classes. I am withdrawing Rutilos, will post a sorcerer soon.

And here he is. My sorcerer wanna be Dragon Disciple.


dot


Complete
Azure Zero -> Ingrid Anika Nina Jones -> Aasimar Bard(ARCHAEOLOGIST)
Chainmail -> Bimbur Longstrike -> Dwarf Monk (Zen Archer)
Xzaral -> Dryn'taka Devilschild -> Tiefling Alchemist (Chirurgeon)
Kip84 -> Urthain Shardspear -> Human (Shoanti) Druid(Shaman: ?Hawk?)
Darian Graey -> Garvin Berataldi -> Human Rogue
Kyle Smith 700 -> Zandu of Kurgess -> Human Monk (Martial Artist)

Incomplete
MonkeyGod -> Solanar Dawngazer -> Aasimar Paladin
Kenneth Kooi -> Dies Irae -> ??
Thundering Dawn -> Durgen Thunderhammer -> dwarven cleric
Rizarch -> ?? -> ?? Sorcerer(??)
Tilnar -> ?? -> Half-Elven Ranger (Inflitrator)

Interest
H.P. Makelovecraft -> ?? -> ??
Phillip0614 -> ?? -> ??
Joshua Hirtz -> ?? -> ??
I know Magic! -> ?? -> ??
DarkLightHitomi -> ?? -> ??

@Merck
I'm not DM, but pick one alias please
Merck -> Rutilus Albus -> Human Magus
Merck -> Dollok -> Crossblooded Sorcerer(Orc/Draconic)


Way back I created Dies Irae as a gag page and I started using it a primary for some reason and it stuck.

Definitely not interested in running 'Dies Irae' :-P.


AZ, he did. Blood asked for Core classes only, though he would allow non-Core on a case by case basis. As the Magus is from UM, he withdrew that character in favor of a Sorc.


GM Blood, just realized I said I was into the Inquisitor, which is an APG class. I can go with something different if you'd prefer, but would an Inquisitor be alright with you?


Posting to express interest. I haven't done Pbp before, but I've read some of the others so I at least am familiar with the format.

I have several character ideas I'll stat up later today (ie-when I get home from work!).

Ideas so far:
1. Dwarf trapsmith rogue, with skills in Engineering, Siege Weapons, etc - I'm thinking of a Pathfinder-ized combat engineer. Adventuring to find "skymetal" for his clan's weapons and fortifications.
2. Dwarf sorcerer of any of the Aberration, Deep Earth, Elemental, or Wildblooded Archtype-Bedrock bloodlines (I haven't decided). Fled home in shame after being "contaminated" following a near-fatal encounter defending the clan hold.
3. Human abjurer/wizard from Cheliax. He was forced out of the mage academy (or the local equivalent in Cheliax) because he was... indiscreet... with his questioning of the wisdom in allying with devils.
4. Since it is Age of Worms in all its undead glory, a cleric of Sarenrae with domains TBD would likely be useful.

Probably more to come as I think of them, but I wanted to get these out as I think of them because ever since I heard about Age of Worms I've wanted to play it!


If only I could edit the original post.

Sorry that I put Core Classes was a typo, I meant to put Core Races Sorry for the confusion. I will address some specific things in my next post, but in general I want people to post what they want to play, including race.

Azure any race that would have more option in the Race guide coming out can make some changes, I don't have a problem with that.


Merck If you want to play a magus versus a sorcerer that is fine, go with what you want to play more.

Xzaral You can go with the alternate Tiefling stuff from AP 25 if you would like. I have the charts and you can either roll or I can. There is a feat you can take at 1st to have more control over your results as well. (mainly the first roll(d10) changes your starting bonus to stats, the second (d100)replaces the darkness 1/day power with something else. The feat allows you to choose the first and gives you three d100 rolls and you get to choose one of the three)

DarkLightHitomi Nothing from pre-Pathfinder. There are a ton of options available now so I'd just prefer to forget 3.5 ever existed.

Kenneth In the same vein of DarkLight, the Pathfinder stuff from 3.5 I will probably say no to. But, there is a fighter archetype in Ultimate Combat that gives you extra skill points and class skills Tactician (and of course traits can get you an extra class skill)

Phillip Inquisitor is fine

Macherius Go with what you want to play the most.

Traits Anyone wondering about traits can find a huge list at PFSRD


Ok, I'm definitely interested. My initial concept though may not be approved so figured would run it by first :)

I have an idea for a Lizardfolk Magus (Staffmagus) who as a infant/hatchling had been rescued after a raid by one of the warriors who did the raid. A devout follower of Iomedae. He saw an opportunity for redemption and a possible peaceful future. Taking the child home to raise with his wife (a wizard) in their small village. The 'boy' grew up a typical child, although faced more than typical bullying based on his race. As he grew, he had a strong interest in both of his parent's professions, and applied himself to learn as muh as he could from each. Seeing the child's skill, and with his father having died the previous summer, his mother was able to send him to he Academy of Magi where after passing several grueling tests to determine his fitness to attend, he was accepted and excelled.

Mastering the use of the Quarterstaff (his mother had begun teaching him at an early age already) he sucessfully combined it with the Arcane skills required and completed his training. After a short stop at home where his mother asked him to journey to Varisia to help an old friend of hers, Xxxx has arrived in the area and pondering his next move.

Thoughts?


I'll go ahead and take the feat. Makes it easier to decide which to take (wasn't sure anyway, this just decides it for me). All right let's see what I can get.

Let's roll some dice!:

1d100 ⇒ 80
1d100 ⇒ 80
1d100 ⇒ 10

I found the table on d20pfsrd. Lessee, well crap a double. The 80 is is mechanically pretty good, but kinda lame RP-wise (+2 CMD). The 10 is cool, with nice flavor (a bite attack), though not necessarily for this character. Gonna have to think on it.

As far as heritage, definitely Daemon-spawn. Shrewd and Swift, cause destruction (hey, it's accidental property damage), but easily exploitable plans. I think it fits the character perfectly. Might make a slight adjustment to the background to account for it.


To be honest you would be a long shot, but not automatically a no by any means. I could see this guy actually in the region this starts in and would be pretty important in part of it. But still a long shot.

I say go for it. Most characters tend to look pretty good individually, but until I have a full list of everyone and start thinking about key events down the road and how I want the characters or at least a character invested in them, I won't know who I pick.

Picking a class or race that isn't high on my list only means you need to knock it out of the park even more!


GM Blood wrote:

Kenneth In the same vein of DarkLight, the Pathfinder stuff from 3.5 I will probably say no to. But, there is a fighter archetype in Ultimate Combat that gives you extra skill points and class skills Tactician (and of course traits can get you an extra class skill)

Crud. Got Ninja Posted while I was fiddling with the math... I'll look into it, but the Tactician's "Move People Around Like Pawns On A Chessboard" feel doesn't quite sync with the original idea of a "Genteel Combatant"...

I'm leaving this up for posterity, but his stats are definitely not legal at the moment.

Cainon Krupt, NG Male Human (Chelaxian) Fighter 1

Stats:

Stats
STR 18 (16 + 2 Human)
DEX 14
CON 14
INT 10
WIS 12
CHA 13

10 + 5 + 5 + 0 + 2 + 3 = 25

Initiative: +4 (+2 Dex, +2 Trait)

Melee: +5
Ranged: +3

Defence:
AC 18, Touch 12, Flat-footed 16 (+6

Chainmail, +2 Dex)
HP 12 (1d10+2)
Fort +4, Ref +2, Will +1

Skills:
Diplomacy +5 (1 Rank + Class Skill + Cha)
Sense Motive +5 (1 Rank + Class Skill + Wis)
Gather Information +5 (1 Rank + Class Skill + Cha)
Climb +4 (1 Rank + Class Skill + Str - AC Penalty)
Survival +5 (1 Rank + Class Skill + Wis)
(4 Skill Points + Favored Class)

Feats and Traits:
Reactionary (Trait)
Power Attack
Weapon Focus (Falchion)
(1st Level Feat + Human)

Class Abilities:
Academy Training:

Equipment:
Chainmail (150 GP)
Falchion (75 GP)
Morningstar (8 GP)
Shortbow (30 GP)
20 Arrows (1 GP)
Sap (1 GP)
Heavy Wooden Shield (7 GP)

Backpack (2 GP)
Bedroll (0.1 GP)
Winter Blanket (0.5 GP)
Bucket (0.5 GP)
Cauldron (1 GP)
Crowbar (2 GP)
Firewood (0.01 GP)
Flint and Steel (1 GP)
3 Days Trail Rations (1.5 GP)
5 Iron Spikes (0.25 GP)
Hemp Rope (1 GP)
Sack (0.1 GP)
Shovel (0.2 GP)
5 Torches (0.05 GP)
Grappling Hook (1 GP)
Hammer (0.5 GP)

16 GP, 2 SP, 9 CP

Background:
Some are born mediocre...

Some achieve mediocrity...

And some have mediocrity thrust upon them...

As a young boy, Cainon grew up in the statue haunted streets of Magnimar, always dreaming of a life of adventure, wandering the roads and living by his talent with the blade. Nevertheless, there are things we cling to and others we abandon for a steady salary - as the family's only son, Cainon turned his focus to more mundane things.

The Magnimarian Guard seemed like a good place to start for a young man he thought - perhaps he would see some of the adventure he dreamed of in his youth and perhaps do some good for the city while earning enough to feed his aging parents.

Time has not been kind to his idealism. Years of walking a beat, doing little more than rousting the occasional drunkard or apprehending a stray cut-purse have convinced him that if he ever made Watch Sergeant, it would likely be the high point of his seemingly bland career.

Cainon has hoped that the new posting would be the first step to promotion, though deep down, he suspects that he is effectively being put on ice. Being posted to the garrison of a small backwater mining town has done little to convince him otherwise...

A well built man with a shock of unkempt dark hair, Cainon moves with the economy of motion of one who has spent too long in the service. Always calm and playing the straight man, years of walking a beat have instilled in him a natural caution and wariness of others, though his belief in the better nature of man and his natural politeness still shine through. Despite exemplary (if uninspired) service in the city watch though, many have chosen to read his even temperament as a lack of drive however, and the sought after promotion continues to elude him, much to his personal frustration.


Dies Irae wrote:


Crud. Got Ninja Posted while I was fiddling with the math... I'll look into it, but the Tactician's "Move People Around Like Pawns On A Chessboard" feel doesn't quite sync with the original idea of a "Genteel Combatant"...

I guess I am not getting what you mean by the bolded above as I don't see anything like that in the description.

I do agree though it isn't a genteel combatant

Tactician:

Tactician (Archetype)

While many fighters focus on the fundamentals of melee and ranged combat, there are those who are trained to view the bigger picture on the battlefield. These fighters use their training and tactical acumen to overcome challenges that would overwhelm mere brute strength and skill at arms.

Weapon and Armor Proficiency: A tactician is not proficient with heavy armor or tower shields.

Strategic Training (Ex): A tactician gains 4 skill points + a number of skill points equal to his Intelligence modifier at each level, instead of the normal 2 skill points + Intelligence modifier at each level. Furthermore, Diplomacy (Cha), Knowledge (geography) (Int), Knowledge (nobility) (Int), Linguistics (Int), and Sense Motive (Wis) are all class skills for the tactician. This ability replaces the bonus fighter combat feat gained at 1st level.

Bonus Feats: A tactician may choose Skill Focus or any teamwork feat, in addition to combat feats, as bonus feats.

Tactical Awareness (Ex): At 2nd level, a tactician gains a +1 bonus on initiative checks. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level). This ability replaces bravery.

Tactician (Ex): At 5th level, a tactician gains this ability as the cavalier class feature. He may use this ability once per day at 5th level, plus one additional time for every five levels after 5th (to a maximum of four times at 20th level). If the tactician also has cavalier levels, these levels stack for determining the number of uses per day, and he can take the better progression. This ability replaces weapon training 1.

From Cavalier Tactician (Ex): At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Cooperative Combatant (Ex): At 11th level, when a tactician uses the aid another special attack, he may affect one additional ally per point of Intelligence bonus. For each ally that a tactician aids, he can pick whether to grant that ally the +2 bonus on its next attack against the opponent or the +2 bonus to AC against the opponent's next attack on that ally, and can grant different allies different bonuses. This ability replaces armor training 3.

Battle Insight (Ex): At 15th level, as a swift action, a tactician can grant his Intelligence modifier as an insight bonus on the attack rolls made by a single ally within line of sight that can both see and hear the tactician. That ally gains the bonus until the end of the tactician's next turn. The tactician can use this ability a number of times per day equal to 3 + his Intelligence modifier.


Thanks Dm :) I think the concept has potential, so I'd like to give it a shot. I don't have an actual copy of the Bestiary, so don't have the stats for Lizardfolk although I do know they're on the PFSRD site.

Would this be correct for a PC?
+2 str, con; -2 int; Multiattack feat; Bite, claw; Natural Armor +5; +4 racial bonus to acrobatics

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